Initial Meeting

We clarify the key points of your project so I fully understand your requirements and goals. Having a clear overview or written details helps avoid misunderstandings and lets us start right away.

In this step, we define the project scope, align our expectations, and decide whether implementation is better done through traditional programming or using a scripting language—depending on complexity and performance needs.

 

Development & Feedback

During development, I keep you regularly updated—especially at important milestones. Your feedback is directly incorporated, and small adjustments are usually no problem. For major changes, we discuss whether the effort affects the original offer.

 

Completion & Support

After completion, you receive all final files in a private GitHub repository—for easy access and version control.

I also provide a warranty period of 3 to 12 months (depending on the project). During this time, I fix bugs or issues free of charge and remain available for any questions that come up.

 

Scope & Offer

Once the scope is clear, you’ll get a structured offer with transparent pricing. The project is broken down into milestones, including all necessary steps—such as:

Planning: For each milestone, I analyze which resources—code, documentation, assets, etc.—are needed to ensure efficient and uninterrupted work.

Research: I investigate technical or creative challenges. If needed, I use the Source SDK to develop clean, stable solutions—drawing on my experience with Source projects.

Design: I create the overall concept and project structure. I avoid third-party tools whenever possible to ensure long-term maintainability—unless the project specifically requires them.

Technical Implementation: I plan code implementation and system development focused on performance and stability. For example, I ensure that demanding processes run within a fixed timeframe of about 16.66 ms per frame to keep the game running smoothly without lag or crashes.

Documentation: I write clear and understandable documentation to make future adjustments easier. This saves time and effort for maintenance, updates, or other developers.

Testing & Bugfixing: Thorough testing ensures everything works as intended. Issues are detected early and fixed cleanly—with the goal of delivering a stable, well-thought-out, and polished final product.

Architecture: The code is structured to stay clear and easy to expand or modify later. I pay attention to consistent naming and clean organization.

 

For Entrepreneurs Only — Prices are fixed and net, excl. VAT

Project Discussion and Scope Definition

 

1-Hour Session

— €250 —

For smaller projects with minimal planning required

8-Hour Session

— €575 —

Balanced choice for mid-size projects needing clear scoping and planning

 
 

12-Hour Session

— €780 —

For large projects where a more detailed scope and planning is required

16-Hour Session

— €990 —

For big, complex projects that require a lot of time commitment

 
 

Code Work Is Divided into Milestones

Prices reflect my base rate and minimum charge per milestone

 

8-Hour Day Rate

— €575 —

Exclusive, perpetual license to use the delivered work included

8-Hour Day Rate

— €1725 —

Exclusive, perpetual, and unrestricted license to all delivered works

 
 
 

Questions?

  • I’m specialized in gameplay programming – meaning I focus specifically on the core mechanics of your game. This includes things like game systems, player interactions, NPCs, basic or complex AI (such as bots), and other elements that shape the actual gameplay experience.

    This is the only area I offer on purpose, because it's where my expertise lies – not in graphics, level design, or animation. So if you’re looking for someone to bring your game’s mechanics to life through code, you’re in the right place.

  • That depends a bit on the project. In most cases, I prefer working with Unreal Engine, because it comes with a lot of built-in systems that would otherwise need to be developed manually in other engines – for example, a solid character controller, a robust movement system, networking support, or visual scripting via Blueprints.

    This significantly speeds up development and helps reduce costs, since I don’t have to start from scratch or reinvent the wheel. Much like the Source Engine (which Valve used for games like Team Fortress 2 and CS:GO), Unreal already provides a strong foundation – and that makes it easier and more efficient to develop your project with less overhead and more focus on gameplay.

    If your project has specific requirements, I’ll take a close look and advise you on the best technical base for your needs.

  • The main reason is long-term reliability and support. I don’t own or control third-party tools, so I can’t guarantee they’ll stay compatible or supported throughout your project — especially by the time you launch your game. By minimizing their use, I help reduce technical debt and avoid future headaches. It also means I can fully stand behind everything I build.

    For more detailed information on liability and third-party dependencies, you can review my Terms & Conditions.

  • Not by default. I avoid using experimental or beta features unless you specifically agree to it. Just like with third-party tools and dependencies, these features aren’t guaranteed to be stable, supported long-term, or even available in future engine versions.

    If your project really needs something that’s experimental, I’ll discuss the risks with you first so you can make an informed decision. As always with such potentially risky elements, I elaborate further on this in my Terms & Conditions.

  • Code work is priced based on its complexity. I start with my base day rate (for an 8-hour day) and adjust the price according to the scope and technical demands of the project.

    If a milestone is estimated to take more than 8 hours — for example, 12 hours — I calculate the hourly rate by dividing the day rate by 8, then multiply by the actual estimated hours. This total becomes the fixed price for the milestone.

    The final quote is always a fixed price, not hourly. It includes all work necessary to deliver results: session time, research, planning, and buffer time for unexpected challenges.

  • The license lets you use the work exclusively for one specific game project. That means only you get this license—no one else will be granted the same rights—and it covers the main game plus any DLCs, expansions, or updates tied to it. You’re free to modify and monetize the work within that project.

    The license is perpetual (it doesn’t expire) and royalty-free—there are no renewals or ongoing payments required.

    If you want to use the work in other projects—like sequels, ports, remasters, or new games—you’ll need to get a separate license and pay a reuse fee. This fee is about 10% of what you originally paid for the licensed work.

  • Yes, milestone payments can be split. A portion is paid upfront, and the rest is invoiced later. There’s a small surcharge to cover the extra admin and cash flow handling—usually 3%, capped at 50.00€.

  • Yes, I’m totally fine with working on a monthly schedule—like doing one milestone per month—if that works better for your cash flow or planning. It’s actually a pretty common setup with consumer clients.

  • I process payments securely through Stripe and currently support:

    • Credit & debit cards

    • PayPal (EU/EEA countries only; Pay Now, Buy Now, Pay Later, and installment options available)

    • Digital wallets (Apple Pay, Google Pay, MobilePay)

    • Klarna (Pay Now or Buy Now, Pay Later options with flexible installments)

    • Alipay

    • Link

    • iDEAL

    • Bancontact

    • EPS

    • TWINT

    • Billie (Buy Now, Pay Later for B2B)

    • Bank transfers (for invoice payments)

    Upfront payment is required before any work begins. Once we've established a working relationship, I'm open to discussing invoice-based or alternative payment terms.

 

First project? Here’s a little extra for you

Get 5% off with the code FIRST5 – just use it once you get the payment link


What Clients Say About My Work

  • I can't even begin to describe how awesome this guy was to work with. He's communicative, fast, and adapted to my different requests—the whole nine yards. Also, just a great guy in general.

    — “theflyingfire”, formerly via Fiverr

  • Absolute legend! Justin is a really great guy to work with and greatly appreciated!

    — “gavinbishop”, formerly via Fiverr

  • Working with Justin was very professional. Very good prices—he deserves more than he requested for the speed and quality of the delivered product. He really knows how to communicate and asked a lot of questions so that the product, in the end, is what I need!

    — “angrryx”, formerly via Fiverr